/**
 * Currently contains:
 *
 *	toon1
 *	toon2
 *	hatching
 *	dotted
 */

THREE.ToonShader1 = {

	uniforms: {

		'uDirLightPos': { value: new THREE.Vector3() },
		'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },

		'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },

		'uBaseColor': { value: new THREE.Color( 0xffffff ) }

	},

	vertexShader: [

		'varying vec3 vNormal;',
		'varying vec3 vRefract;',

		'void main() {',

		'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
		'	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
		'	vec3 worldNormal = normalize ( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );',

		'	vNormal = normalize( normalMatrix * normal );',

		'	vec3 I = worldPosition.xyz - cameraPosition;',
		'	vRefract = refract( normalize( I ), worldNormal, 1.02 );',

		'	gl_Position = projectionMatrix * mvPosition;',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform vec3 uBaseColor;',

		'uniform vec3 uDirLightPos;',
		'uniform vec3 uDirLightColor;',

		'uniform vec3 uAmbientLightColor;',

		'varying vec3 vNormal;',

		'varying vec3 vRefract;',

		'void main() {',

		'	float directionalLightWeighting = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',
		'	vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',

		'	float intensity = smoothstep( - 0.5, 1.0, pow( length(lightWeighting), 20.0 ) );',
		'	intensity += length(lightWeighting) * 0.2;',

		'	float cameraWeighting = dot( normalize( vNormal ), vRefract );',
		'	intensity += pow( 1.0 - length( cameraWeighting ), 6.0 );',
		'	intensity = intensity * 0.2 + 0.3;',

		'	if ( intensity < 0.50 ) {',

		'		gl_FragColor = vec4( 2.0 * intensity * uBaseColor, 1.0 );',

		'	} else {',

		'		gl_FragColor = vec4( 1.0 - 2.0 * ( 1.0 - intensity ) * ( 1.0 - uBaseColor ), 1.0 );',

		'}',

		'}'

	].join( '\n' )

};

THREE.ToonShader2 = {

	uniforms: {

		'uDirLightPos': { value: new THREE.Vector3() },
		'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },

		'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },

		'uBaseColor': { value: new THREE.Color( 0xeeeeee ) },
		'uLineColor1': { value: new THREE.Color( 0x808080 ) },
		'uLineColor2': { value: new THREE.Color( 0x000000 ) },
		'uLineColor3': { value: new THREE.Color( 0x000000 ) },
		'uLineColor4': { value: new THREE.Color( 0x000000 ) }

	},

	vertexShader: [

		'varying vec3 vNormal;',

		'void main() {',

		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
		'	vNormal = normalize( normalMatrix * normal );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform vec3 uBaseColor;',
		'uniform vec3 uLineColor1;',
		'uniform vec3 uLineColor2;',
		'uniform vec3 uLineColor3;',
		'uniform vec3 uLineColor4;',

		'uniform vec3 uDirLightPos;',
		'uniform vec3 uDirLightColor;',

		'uniform vec3 uAmbientLightColor;',

		'varying vec3 vNormal;',

		'void main() {',

		'	float camera = max( dot( normalize( vNormal ), vec3( 0.0, 0.0, 1.0 ) ), 0.4);',
		'	float light = max( dot( normalize( vNormal ), uDirLightPos ), 0.0);',

		'	gl_FragColor = vec4( uBaseColor, 1.0 );',

		'	if ( length(uAmbientLightColor + uDirLightColor * light) < 1.00 ) {',

		'		gl_FragColor *= vec4( uLineColor1, 1.0 );',

		'	}',

		'	if ( length(uAmbientLightColor + uDirLightColor * camera) < 0.50 ) {',

		'		gl_FragColor *= vec4( uLineColor2, 1.0 );',

		'	}',

		'}'

	].join( '\n' )

};

THREE.ToonShaderHatching = {

	uniforms: {

		'uDirLightPos':	{ value: new THREE.Vector3() },
		'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },

		'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },

		'uBaseColor': { value: new THREE.Color( 0xffffff ) },
		'uLineColor1': { value: new THREE.Color( 0x000000 ) },
		'uLineColor2': { value: new THREE.Color( 0x000000 ) },
		'uLineColor3': { value: new THREE.Color( 0x000000 ) },
		'uLineColor4': { value: new THREE.Color( 0x000000 ) }

	},

	vertexShader: [

		'varying vec3 vNormal;',

		'void main() {',

		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
		'	vNormal = normalize( normalMatrix * normal );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform vec3 uBaseColor;',
		'uniform vec3 uLineColor1;',
		'uniform vec3 uLineColor2;',
		'uniform vec3 uLineColor3;',
		'uniform vec3 uLineColor4;',

		'uniform vec3 uDirLightPos;',
		'uniform vec3 uDirLightColor;',

		'uniform vec3 uAmbientLightColor;',

		'varying vec3 vNormal;',

		'void main() {',

		'	float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
		'	vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',

		'	gl_FragColor = vec4( uBaseColor, 1.0 );',

		'	if ( length(lightWeighting) < 1.00 ) {',

		'		if ( mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) {',

		'			gl_FragColor = vec4( uLineColor1, 1.0 );',

		'		}',

		'	}',

		'	if ( length(lightWeighting) < 0.75 ) {',

		'		if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) {',

		'			gl_FragColor = vec4( uLineColor2, 1.0 );',

		'		}',

		'	}',

		'	if ( length(lightWeighting) < 0.50 ) {',

		'		if (mod(gl_FragCoord.x + gl_FragCoord.y - 5.0, 10.0) == 0.0) {',

		'			gl_FragColor = vec4( uLineColor3, 1.0 );',

		'		}',

		'	}',

		'	if ( length(lightWeighting) < 0.3465 ) {',

		'		if (mod(gl_FragCoord.x - gl_FragCoord.y - 5.0, 10.0) == 0.0) {',

		'			gl_FragColor = vec4( uLineColor4, 1.0 );',

		'	}',

		'	}',

		'}'

	].join( '\n' )

};

THREE.ToonShaderDotted = {

	uniforms: {

		'uDirLightPos':	{ value: new THREE.Vector3() },
		'uDirLightColor': { value: new THREE.Color( 0xeeeeee ) },

		'uAmbientLightColor': { value: new THREE.Color( 0x050505 ) },

		'uBaseColor': { value: new THREE.Color( 0xffffff ) },
		'uLineColor1': { value: new THREE.Color( 0x000000 ) }

	},

	vertexShader: [

		'varying vec3 vNormal;',

		'void main() {',

		'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
		'	vNormal = normalize( normalMatrix * normal );',

		'}'

	].join( '\n' ),

	fragmentShader: [

		'uniform vec3 uBaseColor;',
		'uniform vec3 uLineColor1;',
		'uniform vec3 uLineColor2;',
		'uniform vec3 uLineColor3;',
		'uniform vec3 uLineColor4;',

		'uniform vec3 uDirLightPos;',
		'uniform vec3 uDirLightColor;',

		'uniform vec3 uAmbientLightColor;',

		'varying vec3 vNormal;',

		'void main() {',

		'float directionalLightWeighting = max( dot( normalize(vNormal), uDirLightPos ), 0.0);',
		'vec3 lightWeighting = uAmbientLightColor + uDirLightColor * directionalLightWeighting;',

		'gl_FragColor = vec4( uBaseColor, 1.0 );',

		'if ( length(lightWeighting) < 1.00 ) {',

		'		if ( ( mod(gl_FragCoord.x, 4.001) + mod(gl_FragCoord.y, 4.0) ) > 6.00 ) {',

		'			gl_FragColor = vec4( uLineColor1, 1.0 );',

		'		}',

		'	}',

		'	if ( length(lightWeighting) < 0.50 ) {',

		'		if ( ( mod(gl_FragCoord.x + 2.0, 4.001) + mod(gl_FragCoord.y + 2.0, 4.0) ) > 6.00 ) {',

		'			gl_FragColor = vec4( uLineColor1, 1.0 );',

		'		}',

		'	}',

		'}'

	].join( '\n' )

};
